- Dungeon generation has been comprehensively revised and improved for correctness.

- You now dodge towards any monster you are attacking, which means ranged attacks can hit
them instead, and that you can charge in the opposite direction the following turn.

- Blocking now last two turns.

- Added alchemical formulas. These allow potion specialists to inscribe a formula on a
potion, scroll or lite object to modify how the object explodes. e.g. =1l causes any
explosion to lite up the area it affects. =3r makes potion have radius 3. =2d makes potion
do double damage. There are currently 15 different letters for you to discover, which can
be combined. e.g. =3r2d.

- Added a comprehensive set of death messages for various types of self-inflicted and
unusual deaths.

- You can now damage yourself with bolt and (more importantly) ball spells.

- Thrown potions now explode with a fake 'nothing' effect if they have no effect
(Suggested by Mikolaj).

- Updated to allow radius 2 monster lites, improved glowing terrain and dropping a lit light to
allow it to lite up the surroundings.

- No ice-themed dungeons at shallow depth (Reported by Pete Mac). In general, dungeon
features should be chosen a little more appropriately regards for depth.

- Food descriptions improved (Reported by Pete Mac).

- Dungeon connectivity should be greatly improved (Reported by Pete Mac and others).

- Made staffs brandable (Requested by jevansau1).

- Further work on allowing doors and walls to display different orientations in isometric mode.

- You can now examine more items in shops. This now allows you to browse spellbooks
(Requested by pebepe).

- Fix bug causing guardian uniques to be accompanied by out of depth monsters (Reported
by Matthias Rudolf).

- Fix major bug with level_flags.

- Adjust recommended classes to minimise very negative stats.

- Improvements to allow player to be accidentally crushed by closing a sliding wall on themselves.

- Fix a number of infinite loops and crashes in dungeon generation.

- Fix strange messages for monster name display in various circumstances (Reported by
redelmansidi).

Tried out a Vampire Warrior Mage. Sadly he thought he was a gardener (probably from starting with blood and bone), tried to disarm a pit, fell in and died. Should I be expecting him to claw his way out again?

__________________
One for the Dark Lord on his dark throne
In the Land of Mordor where the Shadows lie.

Tried out a Vampire Warrior Mage. Sadly he thought he was a gardener (probably from starting with blood and bone), tried to disarm a pit, fell in and died. Should I be expecting him to claw his way out again?

I was thinking about letting player Vampires regenerate, but... I think dying in a grave he dug himself is a little, ironic, I guess.

Congratulations on wip5a release! I'm glad you are moving to SVN, too.

A quirk: Hobbit Mage, point-based, but no points assigned. The character screen says he has Hit Die 5, but his HP are 3 (2 less than expected). Moreover, after advancing to CL 2 (STR and INT raised) his HP are 10 (2 more than possible).

;>

Edit: Clarifying, in the previous version, with Hit Die 5, he would have starting 5 HP and would gain 1dHit Die hit points each level after CL 1. That was true throughout the game, regardless of CON and SIZ bonuses (they were factored in only in the Hit Die). Clarifying further, the intial 5 HP and the per-level increases would be linearly scaled by the CON and SIZ bonuses as they increase, so that eventually the order of stat and level gains is unimportant (and I'm not sure if it holds for wip5a).

Edit2: By putting all points into SIZ and CON I could get a Hobbit Mage with 16 starting HP (Hit Die 18). Whoa! That was unheard of. Not that it's unbalanced, though --- a Mage without decent spell stats is toast in Un, fortunately...